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 Dark Release
|“||To the left and to the right of me my allies where dying, they outnumbered us eight to one. Then suddenly i felt a sharp pain surge up my spine. The last thing i remember is hitting the ground. When i awoke.... nothing but my blood stained sword, charred corpse and a scared landscape remained....||”|
|—-Unknown Dark Release, - Unknown|
It can be found in simplest of creatures, it can not always be seen, heard or felt. But often, the unknown is what you should truly fear.
 Becoming a Dark Release
For a Dark Release, any class or skill set is an option. Anyone with the will to live can take this class, so long as they aren't to interested in keeping their own soul....
|Base Attack Bonus:||Any.|
|Stats:||Fort 18 Will 18.|
|1st||+1||+2||+2||+2||Henshin, Kutsukuu (2)|
|10th||+7/+2||+8||+7||+10||Hanketsu Henshin, Crimson Tide (2)|
Class Skills (4+ 1 Per Taint score per level)
 Class Features
Henshin- upon reaching 10 HP or lower (to include -10 and lower), your body and mind undergo a monstrous transformation. Twisting your body and mind into an indescribable killing machine. You heal all of your HP for the duration of Henshin, gain 15DR and SR that stacks with other DR and SR. You gain Fast Healing 35 (this stacks with all other fast healing). Your Spd is increased by 30ft and you are unaffected by any terrain penalties. All your Base stats are increased by 10, and all melee attacks will deal one dice higher (wither natural or un-natural). Your AC is 15 points higher (the extra AC does not give any extra bonus to saves) and you get a +10 on all saves, and checks (+5 additional points on Spot, Search, and Track). You are no longer under control of your character (the DM chooses what you do and how you do it in the most straight forward method). You attack the strongest thing, nearest to you. While in this form, you cant be stunned or paralyzed, you have a Aura of Oblivion (causing all living beings within 40ft of you to make a will check (10+your level+ your taint score) every turn or take 20 damage that cant be reduced by DR or SR. Also, you have a massive telekinetic link between you and your weapon, if it is ever to be out of your possession, all you need to do is open the palm of your hand and it will be flung towards your hand. You can only enter this form once a week and is automatic (you can never manually enter this state). While in this form you can use Kutsukuu abilities. This form lasts until all your HP is depleted again or time runs out (time = 2 turns + 1 turn for every 3 levels in this class). When exiting this form, your HP drops to -8 HP and your stable.
Kutsukuu- these are the extremely powerful abilities only accessible while in your transformed state. The number in ( ) is the number of abilities you get at that level. Choose from the list below.
+ Kujaku- Your sword (or claws) glows neon black with a blood red outline. With one swipe a long void is fired from it dealing 5d10+ (the normal damage you would deal with a melee weapon) in damage to all in a 60ft line by 15ft wide. If struck, you must make a Fort save of 10+(your character level) or continue to take 8d4+5 damage a turn for 6 turns as there body disinergrates. (2/week)(Once every 3 turns)
+ Hyourinmaru- You lift your hand and point two fingers at a single enemy. Rapidly, a ball of Dark black energy forms and is fired as a beam at extremely rapid speed, rapidly compressing and decompressing due to the emense power behind it. Due to its speed, it ignores 7 AC from the target. If struck it deals 12d10+ (your characters level) then explodes into a huge dome of raw energy dealing an additional 8d6+ (your characters level) to everyone in a 30ft radius. All those in the effected area must make a Fort save of 10+(your characters level) or continue to take 15 unreduciable damage a turn for 4 turns. (2/week)(Once every 5 turns)
+ Enma Kourgi- You cover your clawed hand in surging black energy and impale a target with it causing 5d12+15 damage while stunning and paralyzing them the following turn. If the target dies of this ability, one turn after its death his body begins surge with black energy and erupts, arching the energy everywhere dealing 3d12+7 damage to anyone in a 20ft radius of it and forcing them to make a Fort check (your character level) or be stunned and paralyzed for one turn. (Once every 2 turns)
+ Benihime- You bombard a 60ft area with a powerful volley of small black orbs of surging black energy. everyone in this area takes 4d10+25 damage, at the end of the turn you fire one large black orb into the center of the area which explodes and deals everything in the area 5d10 damage and knocking them prone (ref 3+1/2 the damage dealt). (3/week)(Once every 4 turns)
+ Ra' shoshunon- you grasp a target as hard as possible by the most vulnirable thing you can grab and lift them off the ground and let loose a thunderous roar. You begin to drain away there very soul, dealing 8d8+(twice there level - there will). Also, all there stats are permanently reduced by -1 and for the following 5 turns they are unable run, carry more weight then 100 extra lbs, all there physical damage is reduced to a d4, and they receive 15 more damage from anything that would deal damage to them. You are healed the damage dealt. Anyone within a 30ft radius of the victim and can hear has small fragments of there essence stolen and are dealt 4d4+5 damage and are under the effect of fear wether they are normally unaffected or not. There is no save. (1/week)
+Vasulosis' Daemon- you force your body to move at speeds that rival light itself. All life seems to have stopped. You gain one melee attack against every enemy within a 150ft area or four melee attacks against one person. These attacks can not miss and ignore all forms of magical evasion and supernatural evasion. This lasts for one turn. If used on an enemies turn, all attacks made against you to include all forms of spells and telekinesis attacks will miss. (1/week) (Swift Action)
Hanketsu Henshin- Upon entering your new Henshin state you can perform all kutsukuu moves one turn earlier after use (there cooldown have been reduced my one). After exiting this state you are at 1 HP and are stable. You now have access to two Crimson Tide ability.
Crimson Tide- upon entering a new control of this horrific ability you are able to use some of its power in a non-transformed state. Those who have access to these elite abilities are those to be truly feared.
+ Terra-Naught- You can focus some of the energy of the henshin ability and coat the outside of your blade with it. You now deal 1/2 your character level in damage extra and you heal 5 HP with every successful attack. This damage is not multiplied upon a critical hit. Any non chaotic-evil creature will take 5 more damage from this. (Always Active)
+Devour Everything, Sphinx- your blade turns neon black and has a very demonic essence to it. Anyone looking at the blade must make a will save of 10+ your character level+your taint score+1/2 your Str score or take 30 damage. Upon activation of the ability you will heal the same amount of HP as you dealt in Melee damage on the first successful melee attack you make against that target. If you kill a target, there soul is then consumed and cant be resurrected until you are killed. If you enter your Hanketsu Henshin form with 3 or more souls stocked in your weapon they are permantely consumed and can never be resurrected without the help of a god. When consumed in this form, for one turn you will deal 15 more damage on one attack. For every one soul stored in your weapon the cooldown of this move is reduced by one. Max 4 souls. (Once every 5 turns)
+ Revelations- Upon activation of this ability, anyone that looks into your eyes will see there worst nightmare and be consumed by it. Being forced to repeat and see it over and over again. While in reality they are only seeing what you wish of them, despair. And soon death. Once looking into your eyes they must make a will save of 15+your character+your taint score or be stunned and paralyzed for 5 turns (even if unaffected by paralysis or stunning). During this time, they can not tell reality from this twisted vision and can not respond to any form of outside force or effect on them. Only time, or death can cure this. This ability is active for 3 rounds. (Twice a day)
+ Via Dolorsa- With one touch you transfer a small fraction of the energy that transforms you into a monstrous beast into another being. This can have multiple effects upon them depending on there alignment and a dice roll. (1/Hour)The effects of both are as followed(twice a day): * if the target is 10 levels or lower they must make a will save of your character level + your taint score or die instantly as there skin hardens and cracks and there eyes turn black and rot. *If the target is of a neutral alignment then they must make a will save of your character level + your taint score or take 150 unholy damage and have there alignment changed to chaotic evil and for the following 5 turns attack all non evil creatures in the area. If none, then the individual precedes to injure itself by any means. *If the target is of a good alignment then they must make a will save of 5+ your character level+ your taint score or take 250 damage and have there alignment changed to chaotic evil and for the following 3 turns attack all non evil creatures in the area. In fone, then the individual precedes to injure itself by any means. * Also will also take the effects from d20 dice roll for the next 24 hours: >1-5 nothing >6-10 you hear voices in your head telling you to commit acts of cruelty (-3 on all concentration checks) >11-15 you hear voices in your head are yelling at you to commit acts of murder and other cruel acts ( -7 on concentration checks, you randomly talk to the voices in your head quietly and you take 1 point of damage ever hour) >16-19 the voices in your head are screaming at you to commit vile atrocities against every living being in sight, Torture being the kindest of them... ( -15 on concentration checks, you yell back at the voices in your head and hold regular conversations with them, you take 4 points of damage an hour) >20 you are compelled to kill innocents and to reave havoc on the masses. (you cant make any form of concentration check, and every time you see a living creature you try to kill it (will save of 25 +(+1 every time you make this will save) negates), you take 7 damage every hour)
+ Release, Del Me Quaro- You slit both of your wrists, and instead of blood coming out. A think, black ooze leaks out. Building rapidly and bubbling before you. You are assimilated into its form in mere seconds. The bubbling black mass grows 3 tentacles from it. Each with a range or 35ft. Each tentacle deals 4d8+10 damage and some of the black goo is smeared onto what ever it hit. The goo then preseeds to grow until it completely encompasses its victim. Ever turn the target must make a str check of 25+your taint score or have 25% of there body covered in the goo. Every turn that the goo is on there body they will be unable to heal and will take 7 damage for every quarter of there body is covered in the goo. The central mass of goo has 550 (+your HD) HP and 15 DR and SR. If a target is killed by the tentacles its body is then absorbed into the mass of goo healing X3 that creatures HD. Anyone who comes into contact with to goo will take 7 damage and be covered in the goo. (once a day)
 Campaign Information
 Playing a Dark Release
Combat: Anyone with the Dark Release class should fight without fear nor mercy. A relentless killing machine that charges head first into battle.
Advancement: Any classes can be used to couple the power of the Dark Release class. A more combat oriented class is desirable though.
Resources: Most evil organizations and beings will be willing to help a Dark Release (at the DM's desecration)
 Dark Releases in the Game
|This section needs a more complete description. For more information please look here|
A Dark Release character generally fights alone, because once transformed. Will not use any desecration on killing the next living thing in sight. It was born in the fire of chaos and will gladly spread the flame of his birth to any unfortunate creature in his path.